﻿using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class RefManager : Singleton<RefManager> 
{
	protected RefManager () {}

	private Character m_Player1;
	public Character Player1
	{
		get { return m_Player1; }
	}
	
	private static GameplayCamera m_GameplayCamera;
	public static GameplayCamera GameplayCamera
	{
		get { return m_GameplayCamera; }
	}

	protected override void Awake()
	{
		base.Awake();

		/*
		float deltaResolution = (Screen.currentResolution.width/Screen.currentResolution.height)/(1024f/768f);
		Debug.Log (Screen.currentResolution.width);
		
		Resolution[] resolutions = Screen.resolutions;
		Debug.Log (resolutions.Length);
		foreach (Resolution res in resolutions) {
			print(res.width + "x" + res.height);
		}
		Screen.SetResolution(resolutions[0].width, resolutions[0].height, true);
		*/
		//Debug.Log (Screen.width);		
	}

	private void Update()
	{		

	}

	public void RegisterPlayer(Character i_Player, int i_ID)
	{
		switch (i_ID) 
		{
		case 1:
			m_Player1 = i_Player;
			break;
		}
	}
	
	public void RegisterGameplayCamera(GameplayCamera i_Camera)
	{
		m_GameplayCamera = i_Camera;
	}


}
